So I would like to put in a request. I'm looking for a Mega Spawner.
This would be something I would buy from the store in a heart beat.
It would be great to have a system where...
You place the spawner on your map.
Click it and an option window appears.
Name of npc,
type (golem example ),
Attributes,
Model,
Movement range,
special scripts it would run.
Size,
how long until the next spawn.
how many to spawn.
Despawn.
Way Points.
Items ( so say I spawn a chest i could load in items ).
Special effects.

-then to have an option to save the spawn. So if you placed a new spawner you could reload a earlier spawn or create a new one.
for example I saved a golem then I place a new spawner down and I can choose from a list the Golem after I place it i change the size , str. health then I could save it as Golem 2 or whatever.

Anyone have any thoughts on this?
I also would love to see system like combat and leveling and stuff.
This would make it so much better for more NOOOB!!! Indie game makers to develop more.

Damn I'm so frustrated I'm so busy with university and work. I could easily do that in 3 days tops; I already have some basics for that.

If I may however, this... I'm not sure this is good for the community. I mean normally this is something we could do for each other for free. Or at least help each other with it. Now instead of just helping a person in need with info or code we are tempted to make a script and sell it instead.
I'm an idealist. I hope this won't make the community greedy and selfish (that said, PM me about that request and I'll tell you how it's done for free. I don't have it done yet, but I played with something similar to that and it worked nicely)
On the other hand.... since we're posting requests here, this is what I would pay for from my tiny part time job money:

A complete working PLAYER class. What esenthel provides is nice, BUT it lacks a lot of basics things like:
- fall damage
- swimming (on surface and underwater)
- smooth customizable animation container for character (let us easily add an use animations for things like hits, jumps, idle, swim, etc)
- removing glitches (such as when running up a ramp and then jump like a nascar car high in the sky with your character)

I do have my improvised solutions for all of these, but this is something I'd like to be done by a pro, because it's the part of the game that will be executed 95% of the time and it's very important to be done properly and efficiently.

(11-15-2013 10:05 AM)AndrewBGS Wrote: A complete working PLAYER class. What esenthel provides is nice, BUT it lacks a lot of basics things like:
- fall damage
- swimming (on surface and underwater)
- smooth customizable animation container for character (let us easily add an use animations for things like hits, jumps, idle, swim, etc)
- removing glitches (such as when running up a ramp and then jump like a nascar car high in the sky with your character)

I do have my improvised solutions for all of these, but this is something I'd like to be done by a pro, because it's the part of the game that will be executed 95% of the time and it's very important to be done properly and efficiently.

The difficulty with this is that everyone's ideal player class is different and different games require a different type of player class. Not as simple as it seems

I'm thinking of making a character animation system that works off animation states and blend tree and make a visual editor for it to link into the EE editor. This could be easily integrated into any player class but wouldn't be a player class itself as it would only manage animation based on movement and other variables specified by the user.

Still sounds very useful.
However, isn't it basic enough not to launch the player off a slope when he runs, take falling damage, and swim? Sure there are games that don't do some of these things, but they still seem damn basic to me. And if you don't need them, disabling them can't be too hard. Making them however... that gave me a lot of trouble.

(11-15-2013 02:17 PM)AndrewBGS Wrote: Still sounds very useful.
However, isn't it basic enough not to launch the player off a slope when he runs, take falling damage, and swim? Sure there are games that don't do some of these things, but they still seem damn basic to me. And if you don't need them, disabling them can't be too hard. Making them however... that gave me a lot of trouble.

If i'm correct here you've even fixed how the jump will accelerate you while in mid air while setting a constant velocity, correct? If so, i'd definitely pay money for that.

) Yeah, I'd pay for that too. No, the original post says I have some improvised solutions. I just tinkered with damping and gravity to get reasonably realistic effects, but for reasons I can't understand yet sometimes they still mess up. My best example is running around, stepping on a dropped item (shield) then jumping. That makes me jump about 10 meters high, somehow... (and normally that doesn't happen, if you were wondering)

We could use a new topic category on forum for requests such as these.

(11-15-2013 04:19 PM)Pixel Perfect Wrote: If someone could do a full 'Foot Placement' (IK) locomotion system I'd pay good money for that.

Seriously ... I'd pay $150 for that, I just don't have the time (or probably the talent) to write something that complex!

I'm going to have another go at this in the near future, my previous attempts didn't amount to much, but I REALLY want a *good* locomotion system -for my current project but even more so for future endeavors.

I'd happily throw in another $150, towards a more general IK system, preferably one that's flexible, robust and easy to use, I'd also like to use it for proper hand placement.

@AndrewBGS
If you're an idealist, I don't know why you're even thinking about it in that way

(11-15-2013 04:19 PM)Pixel Perfect Wrote: Seriously ... I'd pay $150 for that, I just don't have the time (or probably the talent) to write something that complex!

(11-16-2013 03:45 AM)para Wrote: I'd happily throw in another $150, towards a more general IK system, preferably one that's flexible, robust and easy to use, I'd also like to use it for proper hand placement.

Really?
I've opened up a contribution for an IK tutorial http://www.esenthel.com/?id=store&item=36
However please note that it would support only up to 2 bones (so upper leg bone, and lower leg bone, but no foot)

In this tutorial I will render a character, and orient the leg (upper+lower bones) so the ankle aligns to the position of where the mouse cursor is.

Whilst an IK tutorial would be welcome that's not really what I was looking for. A 'Foot Placement' locomotion system would, by definition, require the foot bone to be aligned too (so needs to solve for at least three bones).

Essentially such a system would adjust the model using IK solutions to give reasonably realistic movement and placement of limbs whilst moving across varied geometry. An IK solver is an essential component however the solution requires substantially more than this as many have found out who have tried to implement one.

An IK tutorial would certainly be helpful, although in my previous attempts I've gotten close to what you seem to offer in the tutorial, it would probably help me overcome some steps, but I'd still have a long way to go.

If you opened up a contribution for an Advanced Player Class that had improved locomotion with a solid foot placement system, IK controls for hands placement, maybe even a few simple free extras like head turning (look at point), offered as game object sources(that one can use it as is or customize/build upon as needed (for example combining it with what Scarlet Thread is proposing) I would be VERY interested in it. And having such a feature would certainly help engine sales (if marketed properly).

I think the store needs to have tabs for assets (art\model, sound\music, code\resources etc) It's getting very crowded already and soon will be impossible to view. IT needs category per type or some kind of tags system per listing.